Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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When creating monsters...
Is it better to bootstrap weapons to monsters within the Editor and force them to be equipped or Is it better to leave the weapons off the Monster within the Editor and apply them to the monster in the stock file ? Realm Works - Community Links Realm Work and Hero Lab Videos Ream Works Facebook User Group CC3+ Facebook User Group D&D 5e Community Pack - Contributor General Hero Lab Support & Community Resources D&D 5e Community Pack - Install Instructions / D&D 5e Community Pack - Log Fault / D&D 5e Community Pack - Editor Knowledge Base Obsidian Obsidian TTRPG Tutorials |
#1 |
Senior Member
Join Date: Mar 2013
Location: Melbourne, Australia
Posts: 1,107
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I'm inclined to say the second - that's the way I've always handled equipment of any sort. If you don't want a creature to have certain equipment, you can't take it away when it's bootstrapped.
Current RPG's: Pathfinder (GM), Pathfinder (Player), Gamma World (GM, Pathfinder homebrew). HeroLab: 3.5 & Pathfinder. HL User Files for PF: Greyhawk Setting, Gamma World (WIP). DM and player of D&D since 1980. |
#2 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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Depends on the game and the exact type of weapon. As a reminder, you asked this question in the "General" forum, and didn't specify a game. And without more detail about the weapons you're talking about, I don't know what answer to give - are you talking about weapons like a spear and shield being carried by a goblin? Or Claws on a tiger, or something in-between, like an integrated laser gun on a robot?
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#3 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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It's 5e but I figured this was more of a generic principal question.
I'm talking about martial weapons so spears, swords, bows etc. The situation was a bit more complex because of the "humanoid form only" criteria that's added to the name. Examples: Rapier (humanoid form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Longbow (humanoid form only). Melee or Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. In these cases I figured it would be more suitable to bootstrap the weapons and modify the names to represent the text as published. In this specific product I often find the weapon damage calculations are incorrect according to RAW so I need to apply a number of modifications. I could do this all with adjustments but it feels a bit 'hacked together' that way. In the case of normal weapons where the calcs are right and the name is unmodified I've been using the second method. Realm Works - Community Links Realm Work and Hero Lab Videos Ream Works Facebook User Group CC3+ Facebook User Group D&D 5e Community Pack - Contributor General Hero Lab Support & Community Resources D&D 5e Community Pack - Install Instructions / D&D 5e Community Pack - Log Fault / D&D 5e Community Pack - Editor Knowledge Base Obsidian Obsidian TTRPG Tutorials |
#4 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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In the case of a normal weapon like a rapier or longbow being wielded by something humanoid, I'd add them as gear, because if you bootstrap them, if the PCs disarm him, and then he flees without being able to retrieve the weapon, you wouldn't be able to delete it.
I forget exactly how we have polymorphing set up in 5e. I know in Pathfinder, polymorphing into a non-humanoid form controls what equipment you're allowed to equip, and handles the rules for merging the equipment into your polymorphed form, but I don't remember if 5e has that same handling. So I'd add the weapons and then test what happens after the polymorph. |
#5 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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You can polymorph?!
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#6 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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I apologize, I should not have been talking about the details of 5e, since that's not one of the game systems I'm very familiar with. It does not look like that game has gotten polymorphing implemented yet.
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#7 |
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